# NIF File Format Documentation

NIF Objects | Compound Types | Enum Types | Basic Types | File Versions

## bhkShapePhantom

A Havok phantom that uses a Havok shape object for its collision volume instead of just a bounding box.

### Attributes

Name | Type | Arg | Arr1 | Arr2 | Cond | Description | From | To
--- | --- | --- | --- | --- | --- | --- | --- | ---
From NiObject
From bhkRefObject
From bhkSerializable
From bhkWorldObject
Shape | Ref<bhkShape> |  |  |  |  | Link to the body for this collision object. |  |
Layer | OblivionLayer |  |  |  |  | Sets mesh color in Oblivion Construction Set. |  |
Col Filter | byte |  |  |  |  | The first bit sets the LINK property and controls whether this body is physically linked to others. The next bit turns collision off. Then, the next bit sets the SCALED property in Oblivion. The next five bits make up the number of this part in a linked body list. |  |
Skyrim Layer | SkyrimLayer |  |  |  |  | Physical purpose of collision object? The setting affects objetct's havok behavior in game. |  |
Flags And Part Number | byte |  |  |  |  | FLAGS are stored in highest 3 bits: Bit 7: sets the LINK property and controls whether this body is physically linked to others. Bit 6: turns collision off (not used for Layer SKYL_BIPED). Bit 5: sets the SCALED property. PART NUMBER in a linked body list is stored in lowest 5 bits (used only when Skyrim Layer is set to SKYL_BIPED): 0 - OTHER 1 - HEAD 2 - BODY 3 - SPINE1 4 - SPINE2 5 - LUPPERARM 6 - LFOREARM 7 - LHAND 8 - LTHIGH 9 - LCALF 10 - LFOOT 11 - RUPPERARM 12 - RFOREARM 13 - RHAND 14 - RTHIGH 15 - RCALF 16 - RFOOT 17 - TAIL 18 - SHIELD 19 - QUIVER 20 - WEAPON 21 - PONYTAIL 22 - WING 23 - PACK 24 - CHAIN 25 - ADDONHEAD 26 - ADDONCHEST 27 - ADDONARM 28 - ADDONLEG 29-31 - NULL |  |
Unknown Short | ushort |  |  |  |  | Unknown. |  |
From bhkPhantom
From bhkShapePhantom

### Parent Of

- bhkAabbPhantom
- bhkSimpleShapePhantom